• Insights about Screen-use Conflict from Discussions between Mothers and Pre-adolescents: A Thematic Analysis

    Francis, K., Scholten, H., Granic, I., Lougheed, J., & Hollenstein, T. (2021). International Journal of Environmental Research and Public Health, 18(9), 4686. https://doi.org/10.3390/ijerph18094686

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  • Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers

    Michela, A., van Peer, J. M., Brammer, J. C., Nies, A., van Rooij, M. M. J. W., Oostenveld, R., Dorrestijn, W., Smit, A. S., Roelofs, K., Klumpers, F., & Granic, I. (2022). Frontiers in Psychology, 13, 29. https://doi.org/10.3389/fpsyg.2022.806163

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    Abele Michela
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    02-10-2022
  • Young People’s Digital Interactions from a Narrative Identity Perspective: Implications for Mental Health and Wellbeing

    Granic, I., Morita, H., & Scholten, H. (2020). Psychological Inquiry, 31(3), 258-270. https://doi.org/10.1080/1047840X.2020.1820225

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    Isabela Granic
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    11-05-2021
  • Beyond Screen Time: Identity Development in the Digital Age

    Granic, I., Morita, H., & Scholten, H. (2020). Psychological Inquiry, 31(3), 195-223. https://doi.org/10.1080/1047840X.2020.1820214

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    Isabela Granic
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  • Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy

    Tsui, T. Y., DeFrance, K., Khalid-Khan, S., Granic, I., & Hollenstein, T. (2021). Games for Health Journal, 10(5), 330-338. https://doi.org/10.1089/g4h.2020.0083

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    Tiffany Y.L. Tsui
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    09-28-2021
  • The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health

    Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic (2021). Games for Health, 10(4), 207-219.

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    Aniek Wols
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    08-09-2021
  • Everyone Does It—Differently: A Window into Emerging Adults’ Smartphone Use

    Griffioen, N., Scholten, H., Lichtwarck-Aschoff, A. et al. (2021). Humanit Soc Sci Commun 8, 177. https://doi.org/10.1057/s41599-021-00863-1

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    Nastasia Griffioen
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    07-20-2021
  • Mechanisms of Change in a Go/No-Go Training Game for Young Adult Smokers

    Scholten, H., Luijten, M., Poppelaars, A., Johnson-Glenberg, M. C., & Granic, I. (2021). Health Psychology, 40(12), 998-1008. https://doi.org/10.1037/hea0001068

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    Hanneke Scholten
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    07-01-2021
  • Breathing Biofeedback for Police Officers in a Stressful Virtual Environment: Challenges and Opportunities

    Brammer, J. C., van Peer, J. M., Michela, A., van Rooij, M. M. J. W., Oostenveld, R., Klumpers, F., Dorrestijn, W., Granic, I., & Roelofs, K. (2021). Frontiers in Psychology, 12, 586553. https://doi.org/10.3389/fpsyg.2021.586553

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    Jan Brammer
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  • An Integrative Model for the Effectiveness of Biofeedback Interventions for Anxiety Regulation: Viewpoint

    Weerdmeester, J., van Rooij, M. M., Engels, R. C., & Granic, I. (2020). Journal of Medical Internet Research, 22(7), e14958.

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    Joanneke Weerdmeester
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    07-23-2020
  • The Role of Motivation to Change and Mindsets in a Game Promoted for Mental Health

    Wols, A., Poppelaars, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). Entertainment Computing, 100371.

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    Aniek Wols
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    07-07-2020
  • Mental Health Outcomes of an Applied Game for Children with Elevated Anxiety Symptoms: A Randomized Controlled Non-inferiority Trial

    Schoneveld, E.A., Wols, A., Lichtwarck-Aschoff, A., Otten, R., & Granic I. (2020). Journal of Child and Family Studies. https://doi.org/10.1007/s10826-020-01728-y

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    Elke Schoneveld
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    06-24-2020
  • A Randomized Controlled Trial to Test the Effectiveness of a Peer-Based Social Mobile Game Intervention to Reduce Smoking in Youth

    Scholten, H., Luijten, M., & Granic, I. (2019). Development and Psychopathology, 31, 1923-1943. doi: 10.1017/S0954579419001378

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    06-17-2020
  • Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint

    Scholten, H., & Granic, I. (2019). Journal of Medial Internet Research, 21(1), e11528. doi: 10.2196/11528

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    Hanneke Scholten
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    06-16-2020
  • Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study

    Bossenbroek, R., Wols, A., Weerdmeester, J., Lichtwarck-Aschoff, A., Granic, I., & van Rooij, M. (2020). JMIR Mental Health, 7(3), e16066. http://dx.doi.org/10.2196/16066

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  • A Stimulated Recall Method for the Improved Assessment of Quantity and Quality of Social Media Use

    Griffioen, N., Van Rooij, M., Lichtwarck-Aschoff, A., & Granic, I. (2020). J Med Internet Res 2020;22(1):e15529.

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    Nastasia Griffioen
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    01-28-2020
  • Reducing the Noise of Reality

    Michela, A., van Rooij, M. M. J. W., Klumpers, F., van Peer, J. M. J. M., Roelofs, K., & Granic, I. (2019). Psychological Inquiry, 30(4), 203–210. https://doi.org/10.1080/1047840X.2019.1693872

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    Abele Michela
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    01-04-2020
  • Preregistration: The Effect of Expectations on Experienced Fun, Mood, State-Anxiety and In-Game Play Behaviours while playing MindLight

    Wols, A., Hollenstein, T., Lichtwarck-Aschoff, A., & Granic, I. (2019). https://osf.io/6gmwv

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    Aniek Wols
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    07-05-2019
  • Behavioral Trainings and Manipulations to Reduce Delay Discounting: A Systematic Review.

    Scholten, H., Scheres, A., De Water, E., Graf, U., Granic, I., & Luijten, M. (2019). Psychonomic Bulletin and Review, 26, 1803-1849. doi: 10.3758/s13423-019-01629-2

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    Hanneke Scholten
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  • A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial

    Tuijnman, A., Kleinjan, M., Hoogendoorn, E., Granic, I. & Engels, R.C. (2019). JMIR Research Protocols, 8(3):e11255, doi: 10.2196/11255

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    Anouk Tuijnman
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  • Associations between Different Aspects of Video Game Play Behavior and Adolescent Adjustment

    Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., Berg, Y. H. M. v. d., & Cillessen, A. H. N. (2019). Journal of Media Psychology, 0, 1-13. doi: 10.1027/1864-1105/a000253

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    Geert Verheijen
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    03-08-2019
  • What Keeps Them Motivated? Children’s Views on an Applied Game for Anxiety

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2019). Entertainment Computing, 29, 69-74.

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    Elke Schoneveld
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    03-01-2019
  • Childhood Anxiety Prevention: An Evaluation of the Applied Game MindLight

    Schoneveld, E. A. (2019). Doctoral dissertation

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    Elke Schoneveld
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    02-26-2019
  • The Influence of Competitive and Cooperative Video Games on Behavior During Play and Friendship Quality in Adolescence

    Verheijen, G. P., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2019). Computers in Human Behavior, 91, 297-304. doi: 10.1016/j.chb.2018.10.023

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    Geert Verheijen
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    02-01-2019
  • Do Smokers Devaluate Smoking Cues after Go/NoGo Training?

    Scholten, H., Granic, I., Chen, Z., Veling, H., & Luijten, M. (2019). Psychology & Health, 34(5), 609-625. doi: 10.1080/08870446.2018.1554184

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    Hanneke Scholten
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    01-29-2019
  • When Winning is Losing: A Randomized Controlled Trial Testing a Video Game to Train Food-Specific Inhibitory Control

    Poppelaars, A., Scholten, H., Granic, I., Veling, H., Johnson-Glenberg, M. C., & Luijten, M. (2018). Appetite, 129, 143-154. doi: 10.1016/j.appet.2018.06.039

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    Anouk Poppelaars
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    10-01-2018
  • Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth with Elevated Mental Health Symptoms

    Poppelaars, M., Wols, A., Lichtwarck-Aschoff, A., & Granic, I. (2018). Frontiers in Psychology. https://doi.org/10.3389/fpsyg.2018.01837

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    Marlou Poppelaars
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    09-10-2018
  • The Impact of Explicit Mental Health Messages in Video Games on Players’ Motivation and Affect

    Poppelaars, M., Lichtwarck-Aschoff, A., Kleinjan, M., & Granic, I. (2018). The impact of explicit mental health messages in video games on players’ motivation and affect. Computers in Human Behavior, 83, 16-23. doi: https://doi.org/10.1016/j.chb.2018.01.019

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    Marlou Poppelaars
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    07-01-2018
  • In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes

    Wols, A., Lichtwarck-Aschoff, A., Schoneveld, E. A., & Granic, I. (2018). Journal of Psychopathology and Behavioral Assessment, 40, 655-668. https://doi.org/10.1007/s10862-018-9684-4

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    Aniek Wols
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    06-11-2018
  • Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads

    Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2018). Aggressive Behavior, 44, 257-267. doi: 10.1002/ab.21748

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    Geert Verheijen
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    05-01-2018
  • User Statistics for an Online Health Game Targeted at Children

    Alblas, E. E., Folkvord, F., Anschutz, D. J., Ketelaar, P. E., Granic, I., Mensink, F., Buijzen, M. & van 't Riet, J. P. (2017). Games Health J, 6(5), 319-325. doi: 10.1089/g4h.2016.0114

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    Eva Alblas
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    11-16-2017
  • Exploring the Role of Self-efficacy in Biofeedback Video Games

    Weerdmeester, J., van Rooij, M., Harris, O., Smit, N., Engels, R. C., & Granic, I. (2017, October). In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 453-461). ACM.

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    Joanneke Weerdmeester
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    10-15-2017
  • Developing and Testing ScrollQuest: A Video Game Targeting Rejection Sensitivity in Adolescents

    Tuijnman, A., Granic, I., Whitkin, J., & Engels, R. C. M. E. (2017). In CHI PLAY'17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 213-221). New York, NY: ACM.

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    Anouk Tuijnman
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    10-15-2017
  • Current Opportunities in Research and Development of Games for Mental Health

    Tuijnman, A. & Weerdmeester, J. (2017). CHI PLAY, October 15 - 18, 2017, Amsterdam.

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    Anouk Tuijnman
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    10-15-2017
  • Preventing Childhood Anxiety Disorders: Is an Applied Game as Effective as a Cognitive Behavioral Therapy-Based Program?

    Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2017). Prevention Science, 1-13.

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    Elke Schoneveld
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    09-27-2017
  • Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study

    Lobel, A., Engels, R. C.M.E., Stone, L. L., Burk, W., & Granic, I. (2017). 46, 884-897.

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    Adam Lobel
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    02-21-2017
  • A Neurofeedback Video Game (MindLight) to Prevent Anxiety in Children: A Randomized Controlled Trial

    Schoneveld, E. A., Malmberg, M., Lichtwarck-Aschoff, A., Verheijen, G. P., Engels, R. C., & Granic, I. (2016). Computers in Human Behavior, 63, 321-333.

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    Elke Schoneveld
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    10-01-2016
  • A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms

    Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). Games for Health Journal, 5(4), 258-269.

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    Joanneke Weerdmeester
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    08-01-2016
  • Designing and Utilizing Biofeedback Games for Emotion Regulation: The Case of Nevermind

    Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R. C.M.E., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA

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    Adam Lobel
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    05-07-2016
  • DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety

    van Rooij, M., Lobel, A., Harris, O., Smit, N., & Granic, I. (2016). CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA

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    Marieke van Rooij
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    05-07-2016
  • A Randomized Controlled Trial Comparing Two Cognitive-Behavioral Programs for Adolescent Girls with Subclinical Depression: A School-Based Program (Op Volle Kracht) and a Computerized Program (SPARX)

    Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2016). Behaviour Research and Therapy, 80, 33-42. https://doi.org/10.1016/j.brat.2016.03.005

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    Marlou Poppelaars
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    05-01-2016
  • A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents

    Scholten, H., Malmberg, M., Lobel, A., Engels, R. C. M. E., & Granic, I. (2016). PloS One, 11(1), e0147763. doi: 10.1371/journal.pone.0147763

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    Hanneke Scholten
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    01-27-2016
  • The Effects of Active Videogames on BMI among Young People: A Meta-Analysis

    Van 't Riet, J., Alblas, E., Crutzen, R., & Lu, A. (2015). Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice (pp. 277-292). Hershey, PA: IGI Global.

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    Eva Alblas
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    11-01-2015
  • “Dojo”: A Videogame Intervention for Youths with Externalizing Problems and Anxiety. [A Pilot Study]

    Schuurmans, A. T., Nijhof, K. S., Vermaes, I. P. R., Engels, R. C. M. E., & Granic, I. (2015). Games for Health Journal, 4, 401-408.

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    Angela Schuurmans
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    10-01-2015
  • The Effect of the Video Game MindLight on Anxiety Symptoms in Children with an Autism Spectrum Disorder

    Wijnhoven, L. A. M. W., Creemers, D. H. M., Engels, R. C. M. E., Granic, I. (2015). BMC Psychiatry, 15:138.

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    Lieke Wijnhoven
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    07-01-2015
  • Nevermind: Emotion Regulation in a Biofeedback Video Game

    Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R.C.M.E., & Granic, I. (2015). ESConS Neurogaming Conference. [Poster presentation].

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    Adam Lobel
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    05-05-2015
  • Meisjes in zorg: Depressie en suïcide.

    Creemers, D. H. M., Wijnhoven, L. A. M. W., Stikkelbroek, Y. A. J., & Buitelaar, J. K. (2015). Depressie en suïcide. In K. Nijhof & R. C. M. E. Engels (Eds.), Meisjes in zorg: Signalering, preventie en behandeling (pp. 241-272). Amsterdam: Uitgeverij SWP.

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    Lieke Wijnhoven
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    05-01-2015
  • Videospellen: De Positieve Effecten

    Granic, I., Lobel, A., Poppelaars, M., & Engels, R. C. M. E. (2015). Kind en Adolescent, 36 (1), 1-22. https://doi.org/10.1007/s12453-014-0066-8

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    Marlou Poppelaars
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    01-22-2015
  • Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs

    Poppelaars, M., Tak, Y. R., Lichtwarck-Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S. N., Lucassen, M. F. G., & Granic, I. (2014). In Schouten, B., Fedtke, S., Schijven, M., Vosmeer, M. & Gekker, A. (Eds.), Games for Health 2014 (pp. 125-135). Germany: Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-07141-7_17

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    Marlou Poppelaars
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    10-29-2014
  • Associations between Children's Video Game Playing and Psychosocial Health: Information from Both Parent and Child Reports

    Lobel, A., Granic, I., Stone, L. L., & Engels, R. C.M.E. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 639-643

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    Adam Lobel
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    10-01-2014
  • Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach

    Lobel, A., Granic, I., & Engels, R. C. (2014). Cyberpsychology, Behavior, and Social Networking, 17, 222-227.

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    Adam Lobel
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    04-03-2014
  • The Benefits of Playing Video Games

    Granic, I., Lobel, A., & Engels, R. C. (2014). American Psychologist, 69, 66-78.

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    Isabela Granic
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    01-17-2014
  • Randomized Controlled Trial Testing the Effectiveness of a Depression Prevention Program (‘Op Volle Kracht’) Among Adolescent Girls with Elevated Depressive Symptoms

    Wijnhoven, L. A. M. W., Creemers, D. H. M., Vermulst, A. A., Scholte, R. H. J., & Engels, R. C. M. E. (2013). Journal of Abnormal Child Psychology, 1-12.

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    Lieke Wijnhoven
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    07-27-2013
  • The Sims: A Social Improvement Mechanism for Adolescents

    Lobel, A., Engels, R., Tuijnman, A., de Valk, T., & Granic, I. (2013, April). Poster presented at the biennial meeting of the Society for Research in Child Development, Seattle, WA.

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    Adam Lobel
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    04-15-2013

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